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Companion Skills


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Enable the correct stance:

All companions (except HK) have 2 stances. Healers have a Heal stance and a DPS stance. Tanks have a tank and a DPS stance. Treek has a tank or a Heal stance. Sometimes they will turn themselves off (bug), make sure you have one on. For melee DPS, The Damage over Time stance seems to perform better than the Armor piercing in my parsing. For Ranged DPS, I’d go for the AOE damage buff most of the time and use the single target for harder or single mobs, depending on your playstyle.

 

Taken from here

 

On your companion bar, the ones that don't have a circle in the top right corner are generally the stances.

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mmmm don't understand any of that. This is a new player forum please be a bit more specific because new players need help so don't presume they know what you are explaining.

 

The short of it is that depending on how you play the game, you may prefer to allow your companion to use different abilities.

 

Stances allow the companion to perform better in the role you choose for him.

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mmmm don't understand any of that. This is a new player forum please be a bit more specific because new players need help so don't presume they know what you are explaining.

 

Every companion has a toggle, or "stance" that they can turn on. You have to choose between two different toggles, as explained above. I'm not sure how this can be made any more specific.

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mmmm don't understand any of that. This is a new player forum please be a bit more specific because new players need help so don't presume they know what you are explaining.

 

blindxsecrets response seemed pretty self-explanatory, so I'm going to assume you were confused by the one after that:

 

Also note that companions' AoE abilities and offensive/defensive cooldowns are turned off by default, so if you don't use much soft crowd control you may want to switch them on.

 

If you have the Companions' skill bar open (default toggle is the tilde ~ key), you can mouse over all the squares there and see a pop-up menu that describes what the ability does. Then, there may be a little square in the top right hand corner that is either black (unchecked) or green ('checked'), which indicates whether or not the power is enabled or disabled.

 

The Stance is going to be one of those skills, and won't have a little check box. Clicking on it will either turn on or toggle off a little icon on the Companion's buff bar in the same grouping as your personal Class Buff that shows it's "on". When you mouse over the Stance, it'll have language like "increases Heals" (for a healer) or "does some extra damage effect" (DPS) or "increases threat" (Tank).

 

For the skills with check boxes, again, mousing over them and reading the text should give you an indication of what the power does. What DogeDandolo is referring to is that, by default, some powers whose abilities are descrbed as having Area of Effect (for example, language like "hits up to 5 targets") or gives an offensive power (DPS) or defensive boost (Tanks) (e.g., "increases shield rating for 10 seconds" would be a defensive cooldown) aren't enabled.

 

To enable a power that is turned off (check box is black), right mouse-click on the check box to turn it green.

 

You'll have to play around with it, though, and do it by your playstyle.

 

But a lot of people, for example, go through and turn off (uncheck) all of the damage abilities on their Healer companions (anything that says something like "does 114-248 damage to target") so the Healer will focus on Healing. If you use crowd control (CC) abilities, like an Assassin's Mind Maze or a Jedi Sage's Lift, you'll probably want to disable or keep disabled any Companion powers that have an AOE component, because them putting out that 360-degree pulse wave and damaging the enemies around him or her will "break CC" and cause them to "wake up" and join combat.

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